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crimson_prophet

Member Since 04 May 2022
Offline Last Active May 23 2022 11:43 AM

Posts I've Made

In Topic: Naming new paperdolls

10 May 2022 - 04:32 AM

OK, thx again for your guidance and have a great day! ;)


In Topic: Naming new paperdolls

09 May 2022 - 02:37 PM

One last question, is Drizzt avatar hardcoded to show only 1 weapon on a custom paperdoll? (like below - scimitar appear either in left or right hand, never in both)


0V5eAUD.jpg
 
Settings (ini file in override folder):
 
// UDRZ drizzt
 
[general]
animation_type=6000
move_scale=9
ellipse=16
color_blood=47
color_chunks=0
sound_freq=4
personal_space=3
cast_frame=4
 
[character_old]
armor_max_code=1
can_lie_down=1
detected_by_infravision=1
double_blit=1
equip_helmet=1
false_color=1
height_code=WPM
height_code_helmet=WPM
resref=UDRZ
hide_weapons=0        // here changed "1" to "0"//
 
[sounds]


In Topic: Naming new paperdolls

09 May 2022 - 11:12 AM

I really appreciate your efforts, thank you! :)


In Topic: Naming new paperdolls

09 May 2022 - 09:59 AM

Out of curiosity (and pardon my ignorance) - is this conversion a complex process? In the summary it says this operation took 14.5 seconds.

The BAT I provided enables optimal compression of the BAM file, and are the minimum settings I recommend for final product paperdolls. If you need it to run faster for guess-and-check level of development, you can turn compression levels down or turn compression off entirely.  You could turn the CPU intensive part of the compression down by changing

 

--zopfliIterations 5000 ^

down to a lower number, like

--zopfliIterations 50 ^

You could entirely disable compression by changing

--OrderOfOperations "PCE" ^

to

--OrderOfOperations "PE" ^

 

but I don't recommend it as some of the compression routines do beneficial things like ensuring the special colors in the palette are the proper color and in the proper place.

 

Once again, thank you for explaining.

 

Here's a couple more tries at Robed Irenicus

attachicon.gifNIROINV_try2.bam

attachicon.gifNIROINV_try3.bam

 

Ok, I now see that your proposition nb 1 was probably the best. If you could cut the staff's shadow the image would probably center itself - what do you think? (I don't think weapons cast shadows on other paperdolls)


In Topic: Naming new paperdolls

09 May 2022 - 07:41 AM

You clearly missed it when I said:
You'll need to change "D:\AutoHotkey Scripts\PS BAM\PS BAM.ahk" on the first line to wherever you extracted PS BAM.

More explicitly, when you get the latest release of PS BAM from GitHub, you need to extract the entire contents of the archive, and you need to maintain the file structure. You probably shouldn't put it in the directory where you are working with your image files.  Instead, put it somewhere like <D:\Program Files\Infinity Engine Modding Tools\PS BAM\> and then don't move it.  Running the EXE won't do anything.  It is a command-line tool not a GUI, and you have to tell it what files you want it to process and what you want it to do.  This is what the BAT file is for.  As I said before, you'll need to change "D:\AutoHotkey Scripts\PS BAM\PS BAM.ahk" at the top of the BAT file to wherever you put PS BAM.  In out example, it would be "D:\Program Files\Infinity Engine Modding Tools\PS BAM\PS BAM_x64.exe", but you use the correct path for you.  Towards the end of the BAT it's using a wildcard to look for the first bitmap (*_Sequence_0000_Frame_0000.bmp) in each sequence (it'll find all the others automatically).  If you used another file format like PNG, you'll need to change the file extension here too.

 

I had read your instructions but comprehension is a different matter it seems  ;) - thanks again for your support. It works! :)

 

 

d1FQVEP.png

 

 

Out of curiosity (and pardon my ignorance) - is this conversion a complex process? In the summary it says this operation took 14.5 seconds.